INVASION

TIME: 10 – 20 minutes

STORY/TEAM ORDERS:
Rebels are leading their people to a violent revolution and government forces are massing on the far side of town. Crush your enemy and emerge victorious! Use strategies of speed, strength and stealth to clear the area and pin down (contain) your opponents in their base.

RULES & VICTORY CONDITIONS:
No special rules.

INTEL:
Some players are in a rush to move forward to the action, don’t forget the range of the guns you are already in the thick of it! Try and keep control of the ground between the frontline and your reinforcements/respawn point.

PUSH & HOLD

HEALTH: 5HP

TIME: 20 minutes

TEAM ORDERS:
Both forces are locked in a struggle and the frontline keeps moving, you can try and take this fight right to your enemies doorstep!

Teams battle to control, push and hold the frontline marker (flag) closer to their opponents’ base by the time the game ends.

RULES, VICTORY CONDITIONS & POINTS:
• Only live players can be involved in the action and advancing through the field.
• No player may run with the flag.
• Live players are defending the flag at the end of play.
• Dead players moving the flag will be eliminated for the rest of the game.
• 5 victory points are awarded for each metre of ground one clan has gained over the other + total team kills.

INTEL:
Your squad must also protect the supply-line, the ground between your reinforcements and the frontline.

BASE ASSAULT

HEALTH: 5HP

TIME: 20 minutes

TEAM ORDERS:
• You are getting closer to the enemy HQ where you can locate and sabotage their weapons cache; blowing up the mine to win.
• Using speed, strength and stealth to assault the enemy positions in the field and infiltrate their camp.
• Defenders get time to prepare their defences you can plan your attack.

RULES, VICTORY CONDITIONS & POINTS:
• Only live players involved in the action and advancing through the field.
• You may move your reinforcement/respan point 3 times during your mission no more than halfway.
• Mine blown = Attackers victory/mine intact & game ended= Defenders victory.
• Clans completing the mission in less than 8 minutes will be awarded 12 points for each minute on left on the clock. 8 points per minute remaining, with victory in less than 12 minutes. 4 points per minute remaining with victory before mission deadline.
• These points are added to total team kills.

COUNTER MEASURES

HEALTH: 5HP

TIME: 20 minutes

TEAM ORDERS:
• Counter-measures are your defences and manoeuvres that can stop or limit the success of this attack.
• You must set up base in the designated area and protect this position at all costs!
• The claymore mine is part of your arms cache and that is the target your enemy are set on destroying.
• You must use the whole field to slow or stop the enemy advance and successfully defend the objective until this mission is complete.

RULES, VICTORY CONDITIONS & POINTS:
• Only live players involved in the action and advancing through the field.
• You may move your reinforcement/respawn point once during your mission advance no more than halfway.
• Mine blown = Attackers victory/mine intact & game ended= Defenders victory. Defenders victory = 15 points + total team kills.

INTEL:
• Your attackers have an incentive to finish the job off as quickly as they can.

DOMINATION

HEALTH: 5HP

TIME: 20 minutes

TEAM ORDERS:
• Both forces are fighting to gain the upper-hand. Shooting the sensor on the domination timer means you have seized control…for now.
• Work as a team to capture and defend the domination zone for more time than your opponents to win.

RULES, VICTORY CONDITIONS & POINTS:
• Only live players can be involved in the action and in the domination zone.
• 5 points are awarded to the victors for every 15 seconds they dominate over their opponents + total team kills.

KILL CONFIRMED

HEALTH: 5HP

TIME: 20 mins

TEAM ORDERS:
• Your leaders are furious that the war is dragging on. They demand you get evidence of your kills in battle.
• Work as a team to collect the coloured wristbands off kills you make and stop your clans tags ending up in enemy hands.

RULES, VICTORY CONDITIONS & POINTS:
• Only live players can be involved in the action and collect tags.
• Dead payers must stay where they are killed until a wristband has been collected from them.
• Dead players hand a wristband to whoever arrives first – a live opponent or a live player from their own team.
• 5 points are awarded to the victors for every enemy wristband and 3 points for the wristbands their team have retained at the end of the game + total team kills.

STEALING THUNDER

HEALTH: 5HP

TIME: 20 minutes

TEAM ORDERS:
Both forces rely on their air and artillery support and need to maintain communication. Your squad must protect your own radio pack and capture your opponents’ radio pack, getting it to the designated ‘safe’ ground to win. Keep the radio pack and reinforcements separated by a minimum of 10m at all times during play.RULES, VICTORY CONDITIONS & POINTS:
• Only live players can be involved in the action and advancing through the field.
• Only live players can transport the radio pack.
• Dead players drop the bag on the ground where they are killed. team-mates in a ‘live’ status can pass the pack between themselves anytime.
• Dead players ‘travelling’ with the bag will be eliminated for the rest of the game.
• Clans earn 2 x total team kills for victory in this mission.

INTEL:
if you can get both radio packs to a field marshal they can verify that one team cannot call in air support and authorise an airstrike on any part of the battlefield.

SKIRMISH

HEALTH: 5HP

TIME: 25 minutes

TEAM ORDERS:
• Clans must work together for victory. Any division of forces must include member of both clans. people moving need to be supported by an allied clan member.
• Both allied forces are locked in a struggle and the frontline keeps moving, you can try and take this fight right to your enemies doorstep!
• Teams battle to control, push and hold the frontline marker (flag) closer to their opponents’ base by the time the game ends.

RULES, VICTORY CONDITIONS & POINTS:
• Only live players can be involved in the action and advancing through the field.
• No player may run with the flag.
• Live players are defending the flag at the end of play.
• Dead players moving the flag will be eliminated for the rest of the game.
• 5 victory points are awarded for each metre of ground one clan has gained over the other + total team kills.